QmlDesigner: Fix edit view issues caused by quick3d api changes

Change-Id: I4bb110ff4693c57089f659e0f125c9f89c6bdb9c
Reviewed-by: Mahmoud Badri <mahmoud.badri@qt.io>
Reviewed-by: Thomas Hartmann <thomas.hartmann@qt.io>
This commit is contained in:
Miikka Heikkinen
2019-10-25 11:45:52 +03:00
parent 3476dbd560
commit baced09bc7
4 changed files with 17 additions and 18 deletions

View File

@@ -57,7 +57,7 @@ Model {
var maskedPosition = Qt.vector3d(pointerPosition.x, 0, 0); var maskedPosition = Qt.vector3d(pointerPosition.x, 0, 0);
_pointerPosPressed = mouseArea.mapPositionToScene(maskedPosition); _pointerPosPressed = mouseArea.mapPositionToScene(maskedPosition);
var sp = targetNode.positionInScene; var sp = targetNode.scenePosition;
_targetStartPos = Qt.vector3d(sp.x, sp.y, sp.z); _targetStartPos = Qt.vector3d(sp.x, sp.y, sp.z);
isDragging = true; isDragging = true;
} }

View File

@@ -37,11 +37,11 @@ Node {
// Read-only // Read-only
property real relativeScale: 1 property real relativeScale: 1
onGlobalTransformChanged: updateScale() onSceneTransformChanged: updateScale()
onAutoScaleChanged: updateScale() onAutoScaleChanged: updateScale()
Connections { Connections {
target: view3D.camera target: view3D.camera
onGlobalTransformChanged: updateScale() onSceneTransformChanged: updateScale()
} }
function getScale(baseScale) function getScale(baseScale)
@@ -60,16 +60,16 @@ Node {
// "anchor" distance. Map the two positions back to the target node, and measure the // "anchor" distance. Map the two positions back to the target node, and measure the
// distance between them now, in the 3D scene. The difference of the two distances, // distance between them now, in the 3D scene. The difference of the two distances,
// view and scene, will tell us what the distance independent scale should be. // view and scene, will tell us what the distance independent scale should be.
var posInView1 = view3D.mapFrom3DScene(positionInScene); var posInView1 = view3D.mapFrom3DScene(scenePosition);
var posInView2 = Qt.vector3d(posInView1.x + 100, posInView1.y, posInView1.z); var posInView2 = Qt.vector3d(posInView1.x + 100, posInView1.y, posInView1.z);
var rayPos1 = view3D.mapTo3DScene(Qt.vector3d(posInView2.x, posInView2.y, 0)); var rayPos1 = view3D.mapTo3DScene(Qt.vector3d(posInView2.x, posInView2.y, 0));
var rayPos2 = view3D.mapTo3DScene(Qt.vector3d(posInView2.x, posInView2.y, 10)); var rayPos2 = view3D.mapTo3DScene(Qt.vector3d(posInView2.x, posInView2.y, 10));
var planeNormal = view3D.camera.forward; var planeNormal = view3D.camera.forward;
var rayHitPos = helper.rayIntersectsPlane(rayPos1, rayPos2, positionInScene, var rayHitPos = helper.rayIntersectsPlane(rayPos1, rayPos2, scenePosition,
planeNormal); planeNormal);
relativeScale = positionInScene.minus(rayHitPos).length() / 100; relativeScale = scenePosition.minus(rayHitPos).length() / 100;
} }
} }

View File

@@ -64,11 +64,11 @@ Window {
scale: autoScale.getScale(Qt.vector3d(5, 5, 5)) scale: autoScale.getScale(Qt.vector3d(5, 5, 5))
highlightOnHover: true highlightOnHover: true
targetNode: viewWindow.selectedNode targetNode: viewWindow.selectedNode
position: viewWindow.selectedNode ? viewWindow.selectedNode.positionInScene position: viewWindow.selectedNode ? viewWindow.selectedNode.scenePosition
: Qt.vector3d(0, 0, 0) : Qt.vector3d(0, 0, 0)
rotation: globalControl.checked || !viewWindow.selectedNode rotation: globalControl.checked || !viewWindow.selectedNode
? Qt.vector3d(0, 0, 0) ? Qt.vector3d(0, 0, 0)
: viewWindow.selectedNode.rotationInScene : viewWindow.selectedNode.sceneRotation
visible: selectedNode visible: selectedNode
view3D: overlayView view3D: overlayView
@@ -79,7 +79,7 @@ Window {
AutoScaleHelper { AutoScaleHelper {
id: autoScale id: autoScale
view3D: overlayView view3D: overlayView
position: moveGizmo.positionInScene position: moveGizmo.scenePosition
} }
} }

View File

@@ -38,22 +38,21 @@ Item {
Connections { Connections {
target: targetNode target: targetNode
onGlobalTransformChanged: updateOverlay() onSceneTransformChanged: updateOverlay()
} }
Connections { Connections {
target: targetView.camera target: targetView.camera
onGlobalTransformChanged: updateOverlay() onSceneTransformChanged: updateOverlay()
} }
function updateOverlay() function updateOverlay()
{ {
var posInScene = targetNode.positionInScene var scenePos = targetNode.scenePosition;
var posInSceneWithOffset = Qt.vector3d(posInScene.x + offsetX, posInScene.y + offsetY, var scenePosWithOffset = Qt.vector3d(scenePos.x + offsetX, scenePos.y + offsetY, scenePos.z);
posInScene.z) var viewPos = targetView.mapFrom3DScene(scenePosWithOffset);
var viewPos = targetView.mapFrom3DScene(posInSceneWithOffset) root.x = viewPos.x;
root.x = viewPos.x root.y = viewPos.y;
root.y = viewPos.y root.z = 100000 - viewPos.z; // flip left-handed to right-handed
root.z = 100000 - viewPos.z // flip left-handed to right-handed
} }
} }